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Charm List: Gilgamesh, Jackal, Karianna, Menedraile, Merayen, Seraph, Skyla, Spark
First Melee Excellency- Overwhelming (page 183)
You use this charm at the declaration stage, spending essence to add dice to a Melee dice pool up to a limit of your Attribute + Melee rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Keywords: Combo-OK; Type: Reflexive; Duration: Instant
Infinite Melee Mastery (page 185)
Each two motes committed to this Charm reduces the mote cost for the first three Melee Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this Charm, while Exalted with Essence 4+ can spend as many motes as they like.
Cost: 2m+, 1wp; Keywords: None; Type: Simple;
Duration: One scene
Dipping Swallow Technique (page 192)
You use this charm during the declaration stage, spending essence to cancel out any penalities to your Parry DV. This will not cancel out inapplicability, such as surprise or unblockable attacks.
Cost: 2m; Keywords: Combo-OK; Type: Reflexive; Duration: Instant
First Presence Excellency- Overwhelming (page 183)
You use this charm at the declaration stage, spending essence to add dice to a Presence dice pool up to a limit of your Attribute + Presence rating. This can be used to increase unrolled uses of the relevant ability such as Defense Values. Simply roll the purchased dice with each success adding one to the applicable static value. These dice cannot be used to create actions.
Cost: 1m per die; Keywords: Combo-OK; Type: Reflexive; Duration: Instant
Majestic Radiant Presence (page 204)
You use this charm at the declaration stage, spending essence to intimidate all those around you. Any physical or social attack against you is negated unless the opponent makes a roll of the Solars choice against either Valor (difficulty 1), or Willpower (difficulty 2). The attacker need only succeed once per action, or can spend three willpower points to resist this unnatural influence for the rest of the scene.
Cost: 7m; Keywords: Obvious, Social; Type: Reflexive; Duration: One scene
Terrestrial Circle Sorcery (page 220; Sorcery Rules on page 250)
This charm allows the character to hone her will sufficiently to work sorcery of the Emerald Circle. You can use Terrestrial Circle Sorcery actions to cast spells that you know. This costs a willpower, and requires one Speed 5 Shaping action in addition to a Cast Sorcery action.
Second Bureaucracy Excellency- Triumphant (page 184)
You use this charm at the declaration stage, spending essence to add successes to a Bureaucracy roll up to a limit of half your Attribute + Bureaucracy rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m per success; Keywords: Combo-OK; Type: Reflexive; Duration: Instant
Second Socialize Excellency (page 184)
You use this charm at the declaration stage, spending essence to add successes to a Socialize roll up to a limit of half your Attribute + Socialize rating. Every success added counts as two dice for the purposes of dice adders limits. This can be used to increase unrolled uses of the relevant ability such as Defense Values.
Cost: 2m per success; Keywords: Combo-OK; Type: Reflexive; Duration: Instant
Mastery of Small Manners (page 239-40)
You use this charm at the declaration stage, spending essence to gain a number of effects in Social Combat. You treat enemy groups as one Magnitude smaller than they actually are, increase your effective Appearance by one, and understand the motives of others as if you'd gotten three successes on an Investigation roll to determine such. In addition, generally treat others as more likely to perform small favors and provide hospitality as not.
Cost: 1m; Keywords: Combo-OK, Social; Type: Reflexive; Duration: Until next action
No combos just yet!
Stormwind Rider (page 254)
The character summons a whirlwind and wraps herself in it. The whirlwind can carry (Essence x200) pounds of passengers or cargo at 45 yards per tick (roughly 100 miles per hour). It is also intensely manuerable, able to be steered through combat at 30 yard Move actions or the full 45 yards with a Dash action and can easily fly through constricted areas without trouble. The sorcerer has to concentrate on flying the whirlwind, taking a -2 die internal penality to his actions and DV. The roaring winds impose a -2 external penality on missle attacks into or out of the whirlwind, and -3 external penality on rolls to recognize those inside or hear within 15 feet of the sorcerer. The whirlwind cannot actually fly, but can survive a fall of up to 30 feet. Longer falls are treated as 60 feet shorter (minimum 0 feet), and cause the whirlwind to fall apart. The whirlwind dissipates when the sorcerer touches down.
When uesd in mass combat, the Whirlwind can support a unit with a magnitude of no less than his Essence along with Essence x200 pounts of well-organized and well-packed unit supplies. The sorcerer must be attached to the unit.
This spell costs 15m.